Tech Sub-Zero Ice Clone Throw Setup

Premium Supporter

After B1, 2, 1, use D4, Ice Clone. On hit, the opponent can be thrown into the Ice Clone.

Notes:
- The opponent must guess whether to block high or low after B1, 2, 1. Most opponents will block high since if they block low they will risk being hit by F4, Ice Ball.
- You can throw at any range.
- The opponent cannot tech the throw because Sub-Zero pulls the opponent into the Ice Clone before he can tech the throw.
- After the opponent is pulled into the Ice Clone, Sub-Zero stays on the ground longer than usual so you cannot jump-in punch or dash up and NJP. However, if you tech roll after being knocked down, you have time to jump-in punch.
- If you delay D4, Ice Clone, the Ice Clone is placed farther away from the opponent. This means that it works on every character and you can low poke without having the Ice Clone disappear. This also makes it more difficult for the opponent to walk up and block the Ice Clone.
- If D4 is blocked, you still get an Ice Clone that keeps the opponent in the corner.

After D4, Ice Clone Hits:
- Ice Clone is put so close to the opponent that if he tries to move, he will be frozen.
- The opponent cannot poke with D1, or D4 but he can poke with D3 (varies). Any other moves that cause the opponent to widen his hitbox will also result in the opponent getting frozen.
- If you try poking the opponent with D1, D3, D4, or Slide and he blocks then the Ice Clone disappears (varies). However, if you delay D4, Ice Clone the Ice Clone won't disappear.
- If you follow up with Slide or EX Slide and it hits, the opponent does not fall onto the Ice Clone.
- If you follow up with Slide and it hits, the opponent will get frozen upon getting up if he doesn't block. If he does block, Ice Clone disappears and you get free pressure or a free throw attempt. The opponent can stay on the ground or use a wake-up attack, which can get punished.
- Deep Jump Kick can be difficult to anti-air and gives you a free throw attempt into Ice Clone. (Courtesy of Tom Brady/REO.)
- The opponent can jump over the Ice Clone or neutral jump, so you should anti-air with 2, 2.
- You can check the opponent with 2, 2 before Throw to make sure he doesn't jump.

Characters that can be low poked on block and Ice Clone doesn't disappear:(The rest of the characters can be low poked without Ice Clone disappearing if you delay D4, Ice Clone.)
- Ermac
- Reptile
- Skarlet
- Freddy Krueger

Characters that D4, Ice Clone will not work on unless you dash back before D4, Ice Clone:(If you delay D4, Ice Clone then they cannot escape.)
- Cyber Sub-Zero

I did not find the Ice Clone Throw tech, I only found out how to set it up. (Creepy00 is the one who found out that you can throw the opponent into Ice Clone.)

There's ONE major flaw in this setup. All the opponent has to do is step forward and block and he will block the Ice Clone and it will disappear. I still don't know whether Sub-Zero can dash up afterwards and start pressure, but it doesn't seem like he can.

Premium Supporter

It doesn't work if they block the d4. The clone is then too far away because of the pushback.

21 repetitions into, 212, clone is still the better follow up to a landed b121 in the corner. If your opponent tries to hit you after 21 and you finish with 2, clone, the clone often freezes them meaning you can make someone reluctant to try and press a button after 21, giving you another 21.

nThe d4 clone, f4 ice blast mixup is decent but it's not going to be the standard setup for the corner.

Premium Supporter

It doesn't work if they block the d4. The clone is then too far away because of the pushback.

21 repetitions into, 212, clone is still the better follow up to a landed b121 in the corner. If your opponent tries to hit you after 21 and you finish with 2, clone, the clone often freezes them meaning you can make someone reluctant to try and press a button after 21, giving you another 21.

nThe d4 clone, f4 ice blast mixup is decent but it's not going to be the standard setup for the corner.

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That seems to be the opposite for me. Usually the clone after 2, 1, 2, Clone just disappears after my opponent is hit by 2 and I am left without a clone for a few seconds. Doesn't the 2 whiff on low hitbox characters too? Maybe D4, Clone can be good against those characters.

Premium Supporter

That seems to be the opposite for me. Usually the clone after 2, 1, 2, Clone just disappears after my opponent is hit by 2 and I am left without a clone for a few seconds. Doesn't the 2 whiff on low hitbox characters too? Maybe D4, Clone can be good against those characters.

people don't use D4 into clone in the corner? I do it all the time... in fact, I probably do it too much.

However... the throw... that's very interesting! That's for making and posting a video on this. I'm always at a loss as to what to do after a clone them in the corner. I had no idea you could pull them into the clone! NICE.

Premium Supporter

I mean... after you clone... having whoever immediately JiP/JiK. The low clones like that sometimes allow for the jump ins to hit the top of your head before you recover.

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You have time to block or 2, 2 anti-air.

I updated the original post with how this does against each character. Sadly, this set up can be escaped everytime if the opponent simply taps forward and blocks, which is quite easy since the clone is so close. :/

Premium Supporter

i could swear that i was blown up by kung lao`s spin couple times after landin b121 and dashin to continue pressure!

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You may actually have been pressing 2 too early. You have to wait for them to recover from the b121. There's a timing to it. You want to take them right out of their recovery frames and into your pressure. The only way I can see Kung Lao's spin hitting you out of your pressure after a b121 is if you're hitting 2 before he's finished recovering, and his spin is then hitting you between 2 and 1 or before the 2nd 2.

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